Chapter 1: Port Nyanzaru - Tomb of Annihilation
Chapter 1: Port Nyanzaru. Port Nyanzaru hugs the coastline at the south end of the Bay of Chult. No other city exists in Chult, along the coast or anywhere else, except in ruins or overrun by monstrous creatures. Until recently, Port Nyanzaru was under the firm control of Amn, a foreign nation. Nine years ago, Amn was forced to relinquish the city to a wealthy and powerful consortium of Chultan traders backed by the Ytepka Society (pronounced yeh-TEP-kah), or risk a bloody conflict that probably would have ended with the city winning its independence anyway. Seven Chultan traders have since grown into influential merchant princes, enticing folk from up and down the Sword Coast with their wares. Port Nyanzaru is a bastion of civilization and commerce in a terrifying land. The amount of business that unfolds here and the cash that moves through its counting houses would make any merchant of Baldur's Gate or Waterdeep jealous. It's also a colorful, musical, aroma-filled, vibrant city in its own right. Other than trade, the biggest attractions are the weekly dinosaur races through the streets. Locals and visitors alike wager princely sums on the races' outcomes. The city also boasts grand bazaars, glorious mansions and temples, circuses, and gladiatorial contests. Enemies surround Port Nyanzaru on all sides. The jungle teems with ferocious reptiles and murderous undead, pirates prowl the surrounding sea, and the mouth of the bay is home to a greedy dragon turtle. Characters who question locals can learn rumors that might help them survive the perils of Chult. The characters can secure gear and guides before leaving the city. Syndra Silvane is too weak to accompany them or provide any additional support. If you are running this adventure in a homebrew D&D setting, you can place Port Nyanzaru wherever you see fit and even change its name. If you're using another published D&D setting, you can dispense with Port Nyanzaru entirely and use a different coastal city as the...